Stellaris

Stellaris

The Zenith of Fallen Empires 4.0 NOT UP TO DATE
 This topic has been pinned, so it's probably important
Kolyn  [developer] 6 Apr, 2023 @ 9:10am
Discussions and AAR
Here we can discuss The Zenith of Fallen Empires features, balance, or After Action Reports while playing ZoFE 4.0
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Showing 1-15 of 15 comments
NKVD.血宴 6 Apr, 2023 @ 9:45am 
How this is different from 3.0?
M/Sgt. X. Hocker 6 Apr, 2023 @ 9:47am 
World Needs YOU. you can check that out on the 4.0 sandbox one, as it has a discussion made that explains the differences.
Anime Jesus 8 Apr, 2023 @ 11:34am 
BRING BACK:

The Zenith of Fallen Empires: Ambitions of Power

The Zenith of Fallen Empires: Automated Industries

The Zenith of Fallen Empires: Societal Ascendance

The Zenith of Fallen Empires: A Question of Style

The Zenith of Fallen Empires: Secrets of the Fallen Empires

The Zenith of Fallen Empires: Veteran Difficulty

The Zenith of Fallen Empires: Origins

The Zenith of Fallen Empires: Defines

The Zenith of Fallen Empires: Engineering Perfection

The Zenith of Fallen Empires: Hard Difficulty

The Zenith of Fallen Empires: Return of the Custodians

I need them to finish my old save...
Last edited by Anime Jesus; 8 Apr, 2023 @ 11:35am
CrUsHeR 12 Apr, 2023 @ 9:18pm 
Really enjoying the mod so far.


One thing i've noticed, that your weapons are partially on pre-3.6 standards.

For example there are no equivalents to Whirlwind Missiles (M-Slot), which are pretty much required for a Hangar-type battleship.

Or your Disruptors only fit the S-Slot, though these also have M-versions now. IIRC the same with autocannons.



Edit: Okay i've found the Psionic Missile System to be the WW Missile equivalent.
Last edited by CrUsHeR; 13 Apr, 2023 @ 2:04pm
AndrisImmortal 21 May, 2023 @ 12:34am 
I would enjoys seeing some of the submods return. Original people origin was by far my favourite origin in game and it would be cool to be allowed to use it again.
Aphyxia 2 Jun, 2023 @ 7:39am 
I second going over the weapon techs and updating them to match the current state of the game. For example update the distruptors to go on M slots too.
Anderoid 27 Jun, 2023 @ 1:04am 
Suggestion: make a mod option or planetary decision to disable the caretaker and similar jobs in ascended empires because it makes late game planetary management very tedious as all pops have jobs on all planets and don't automatically resettle.
siroraod 17 Aug, 2023 @ 1:51pm 
Hello!

This is an amazingly built mod, I love playing it. Feels like it is part of game lore and expands your story as a galactic civilization.

I want to bring one point as feedback though, which turns the otherwise delicious taste of this mod bitter for me. When you choose to become a galactic ascendancy, you gain access to features normally locked behind at least 4 other ascension perks. As a galactic ascendancy, you can initiate the arcology project on any planet in your empire, you can build galactic wonders megastructures, you can terraform worlds into gaia worlds and you can build a colossus. While I can agree that an ascended empire should be able to do all these things, it has painful game-balance implications, that is those 4 ascension perks are now at least bad picks or rather useless picks, unless you need them *very badly* before you could pick the galactic ascendancy ascension perk.

I'm sorry if this kind of feedback was already mentioned before, I'm sure it caught the attention of other players as well. Anyhow, I believe an ascended empire should have access to these feats, but I think it should somehow be limited/changed so those other ascension perks won't lose their importance.

Other than that, I really like this mod and I recommended it to my friends too, but the fact that it breaks/invalidates the use of those other ascension perks is a sore spot when I describe the mod for them.

For future development, I would also love to see a Fallen Empire origin and more options and possibilities to awaken (re-ascend?) when you are a Fallen Empire. I'm guessing it should be somewhat comparable to the costly ascension process you make the first time you ascend. Perhaps you should make sacrifices along the way? Go through a whole situation or event chain to fulfill requirements to awaken? Juicy story opportunities there in my opinion. :)

*edit: Oh and perhaps you could be one of the awakened empires in a war in heaven event? :O

Thank you for reading!
Best regards
Last edited by siroraod; 18 Aug, 2023 @ 6:44am
unit6484 18 Aug, 2023 @ 12:28pm 
Hello, there is one point - now we have become an ascended empire, everyone is happy, but one problem has arisen - the design of the ships.

Why our empire should change its design to the design of the fallen empires is a complete bad taste.

Is there an opt out option?
Kolyn  [developer] 13 Sep, 2023 @ 7:45pm 
Originally posted by siroraod:
Hello!

This is an amazingly built mod, I love playing it. Feels like it is part of game lore and expands your story as a galactic civilization.

I want to bring one point as feedback though, which turns the otherwise delicious taste of this mod bitter for me. When you choose to become a galactic ascendancy, you gain access to features normally locked behind at least 4 other ascension perks. As a galactic ascendancy, you can initiate the arcology project on any planet in your empire, you can build galactic wonders megastructures, you can terraform worlds into gaia worlds and you can build a colossus. While I can agree that an ascended empire should be able to do all these things, it has painful game-balance implications, that is those 4 ascension perks are now at least bad picks or rather useless picks, unless you need them *very badly* before you could pick the galactic ascendancy ascension perk.

I'm sorry if this kind of feedback was already mentioned before, I'm sure it caught the attention of other players as well. Anyhow, I believe an ascended empire should have access to these feats, but I think it should somehow be limited/changed so those other ascension perks won't lose their importance.

Other than that, I really like this mod and I recommended it to my friends too, but the fact that it breaks/invalidates the use of those other ascension perks is a sore spot when I describe the mod for them.

For future development, I would also love to see a Fallen Empire origin and more options and possibilities to awaken (re-ascend?) when you are a Fallen Empire. I'm guessing it should be somewhat comparable to the costly ascension process you make the first time you ascend. Perhaps you should make sacrifices along the way? Go through a whole situation or event chain to fulfill requirements to awaken? Juicy story opportunities there in my opinion. :)

*edit: Oh and perhaps you could be one of the awakened empires in a war in heaven event? :O

Thank you for reading!
Best regards


Hi,

First of all, in my opinion not all APs are equal, and not even in the vanilla game. There have always been APs that are better than others, some that you should always pick, others you should never pick because it's not worth the slot.

The AP 'features' incorporated into the Galactic Ascendancy Perk is actually to address player complaints about the 8 AP limit in the vanilla game. While it certainly 'make sense' that Ascended Empires are able to do all those things, ultimately there will be players who complain about losing an AP slot when there are already so few of them, so including them in this perk is in fact a way to address it.

You are of course free to disagree with how the thematic issues and 8 AP slot limit should be addressed by this mod, but veterans of this mod will be able to pick their way through and avoid redundant APs if they want to 'maximise' their use out of these slots, and still otherwise have a good game - for example, more AP slots can now be dedicated to species ascension paths, enigmatic engineering, galactic contender, or even archeo engineering - in other words, AP that feel really special and not waste them on Perks that should have basically been a tech.

So unless the 8 AP limit is removed in the vanilla game, this is unfortunately likely to stay.
Mr.I 19 Dec, 2023 @ 11:58pm 
Here's a small feedback about ZoFE's difficulty settings.

-----------------------------------------------

I think that a higher difficulty cap is needed.

From my single player experience, I found that the nightmare difficulty is not enough. It'd be nice to see a few more levels above the current nightmare difficulty.

The main reason is that the endgame crisis (vanilla crisis, not the original empire) is too weak comparing an ascended AI empire.

For instance, a 25x nightmare contingency fleet (the ones that guard their home worlds) only has 12M fleet power whereas an ascended AI empire (grand admiral; mid game difficulty scaling; ZoFE nightmare) can have around 20 fleets with 5M power each fleet (at year 2500). The crisis is just being massacred.

Lowering the AI empires' difficulty is a way to prolong the crisis' existence but that would make the AI empires too weak. A few more levels above nightmare would allow us to further increase the crisis' strength independently. Besides, it would offer more options and challenges.

-----------------------------------------------

TL;DR:

I want 100M crisis fleets! I want to see the world burn!
Last edited by Mr.I; 19 Dec, 2023 @ 11:59pm
TheJMan5c 17 Mar, 2024 @ 12:13pm 
might it be possible to have the dark energy weapons (like the dark energy accelerator) function like the omni weapons in the sense that they change color depending on your ships color?
Siatru 6 Apr, 2024 @ 12:33pm 
Been a while since I tried ZOFE again. For some reason I didn't get the event to research Dark matter power on my own. I managed to trigger the 1st event after I got Zero Point and Dark Matter Drawing. Did I did that long situation log special project. After that... nothing. I was skimming through a lot of windows so I didn't read it carefully but it said something about hopefully uncovering its secrets in the future? What do I do about this?
Kolyn  [developer] 12 Apr, 2024 @ 7:37am 
Originally posted by Siatru:
Been a while since I tried ZOFE again. For some reason I didn't get the event to research Dark matter power on my own. I managed to trigger the 1st event after I got Zero Point and Dark Matter Drawing. Did I did that long situation log special project. After that... nothing. I was skimming through a lot of windows so I didn't read it carefully but it said something about hopefully uncovering its secrets in the future? What do I do about this?

Should be fixed in the latest patch. Try unsub and resub to mod again.
Siatru 12 Apr, 2024 @ 8:56am 
Originally posted by Kolyn:
Originally posted by Siatru:
Been a while since I tried ZOFE again. For some reason I didn't get the event to research Dark matter power on my own. I managed to trigger the 1st event after I got Zero Point and Dark Matter Drawing. Did I did that long situation log special project. After that... nothing. I was skimming through a lot of windows so I didn't read it carefully but it said something about hopefully uncovering its secrets in the future? What do I do about this?

Should be fixed in the latest patch. Try unsub and resub to mod again.
ah good, it was a bug. thanks for the fix~
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